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Questions tagged [frame-rate]

The frequency which an imaging device produces unique consecutive images. It is most often expressed in frames per second (FPS).

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Keep platformer jump height consistent with different frame rates

I want to achieve a platformer jump similar to that of Super Mario Bros. (keep pressed the jump button to jump higher) and I want it to be frame rate independent. At 30 FPS it works as I want. However,...
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1answer
31 views

Why is there a difference in frame rate between my fps calculation and Unity's calculation

So I wrote my own script for calculating framerate but it consistently comes out with a different value than Unitys idea of current framerate. This is my implementation ...
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2answers
2k views

How to make a custom event system framerate friendly?

I have a simple event system: ...
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1answer
41 views

Logic at a low framerate with interpolated rendering at higher framerate

It takes too much processing power to do game logic on every rendered frame (60fps), so what if I made my game save frames? It would actually calculate important stuff 20 times a second, and the ...
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0answers
90 views

Java Game is slowing down

Every time I start the game it works fine but after a second everything starts to slow down almost exponentially and i am currently not able to find my mistake. Here is the main code: ...
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1answer
61 views

Is Update() called on the very first frame in Unity?

I'm calling Time.frameCount inside Update() and then immediately Debug.Break() to pause the ...
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1answer
91 views

Unity C#: Accurate MachineGun Firerate at lower FPS

I have long accepted that my firerate will be more or less irregular and inaccurate. Now that I'm adding sound things are getting really ugly. My methods for getting the firerate are primitive and I ...
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0answers
44 views

Physics update in a client/server architecture with different tick rate

In a game where the client would run at 60FPS and the server 20FPS/possibly 10FPS, I wonder if is possible to update the physics without losing resolution. Consider the circunstance where a character ...
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1answer
64 views

How can I measure ms between frame to reproduce it

Hello I'm coding a extension to an existing game - not really an extension since a re-code all so the it looks like another adventure for player - and to achieve it I use existing tilesets and so, but ...
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1answer
78 views

Intel GPU running faster than Nvidia GTX 1060

My app in its current state renders only 2 triangles to the screen using OpenGL. I am using std::chrono::steady_clock for frame counting. With Intel graphics, I ...
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0answers
96 views

Prevent keyframe interpolation in imported model animation in Unity

I made first person model in blender. It also has animations in it. Most of animation works fine, but in some cases, Unity's keyframe interpolation makes wrong result. Note that animation was made ...
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0answers
36 views

Advice on handling frame rate in Unity?

Following my previous posts here, here and here. Is there any other way to handle frame rate in Unity to get the most consistent frame rate ? What I have tried so far : Application.targetFrameRate : ...
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1answer
94 views

Need help understanding ms to fps for a Unity animation

I'm trying to create an animation in Unity (2018.1.1f1) and can't understand how to proceed. I have a 3 sprites which I need to order like so : 1 2 3 2 (then repeat). The first and third sprites ...
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0answers
30 views

vSync for gameplay in monitor and VR headset in Unity not being consistent?

Following my previous question, I'm building a project, my monitor refresh rate is 60Hz, and in my project I have set my vSync value into 2 so I can get 30fps. ...
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1answer
477 views

The value of VSync on vSync Count in Unity

In Unity, we can set the vSync value as "No sync" = 0, "Every V Blank" (60 fps) = 1 and "Every Second V Blank" (30 fps) = 2. But in the Unity Quality Setting documentation , it's written the vSync ...
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0answers
17 views

Set vSync in Unity Failed

I want to set frame rate of my scene as 30 fps. I used Target Framerate and manage to get fps around 30 (34,30,26, etc). But I need more stable framerate, so I want to use vSync to synchronize my ...
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0answers
19 views

Frame rate drops when setting polygoncollider's path

In my update method i'm detecting an list of contours (from a webcam texture), extracting an array of coordinates for each contour and adding a polygoncollider2D for each array of coordinates. This ...
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2answers
63 views

Showing Frame Rate Info in the Unity scene using Custom Script failed

I want to lock the framerate of my scene to 30fps, then I learned from this post that fps info in Editor Stat isn't reliable, that's why my fps is still around 100. This is my script for setting the ...
5
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1answer
142 views

How do games implement client/server frame rate?

Do games have a frame rate at X fps that updates logic and also renders? Or do games update logic at a much slower frame rate than rendering? Let's say 20-25 fps for logic, and 60+ fps for rendering....
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2answers
152 views

Is it good to use 24 fps animation in 60 fps game?

Is it normal to use 24 fps animation in 60 fps game or it will hurt perfomance or create bugs?
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1answer
28 views

How can I render 3d pictures synched frame by frame to a keyed video?

I'm developing a software that aims to combine a keyed video with a 3D rendered one, synchronously frame by frame. Each frame of video should be combined with a timely corresponding frame of 3D ...
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1answer
36 views

Is it possible to measure Used vs Unused time in a 60hz frame in Unity?

In custom engines I've often made a frame rate meter that shows how much of the each frame was actually used. In other words if the game is locked to 60fps using vblank I show a graph of how much of ...
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0answers
24 views

How to keep my auto-aim in sync with the rendered frame?

In my FPS game there is an automated lock system. If you stare at an enemy, your weapon locks onto the enemy as long as your aim is hovering approximately around the target. If my player sets frame ...
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1answer
168 views

How to get time since frame start in Unity for loading purposes

I am building a big world (1000+ game objects). It takes 2s on the device. I am doing it in the background (the world is hidden until fully loaded). I have figured out that I can maintain the FPS of ...
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1answer
169 views

Is my frame rate being calculated correctly?

I'm having a long headache (which may not be that complicated) with this frame rate thing. I already tested several frame rate algorithms, lastly I tested this here and they all gave something strange ...
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1answer
125 views

In Unity, how do I use the extra time in every frame to do some extra processing?

Let's say, for example, that my target framerate is 60 frames per second. Now, I know that I have a maximum of 16.6 milliseconds to "do everything" every frame in order to maintain that framerate. ...
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1answer
60 views

Converting Frame-Dependent Movement to Frame-Independent

I fine-tuned some movement physics for a 2D platformer in a frame-dependent manner and now I want to convert them to frame-independent. I though this would be as easy as multiplying a few things by ...
2
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0answers
109 views

timing rendering to monitor screen update

I have an application with a very light rendering loop, taking a predictable and small time to execute. Right now, I have two solutions. The first solution uses Vsync: after a screen update, my ...
2
votes
1answer
731 views

Handling variable frame rate in SDL2

i am creating a game with C++ and SDL2 game engine but i noticed this. I used the Vsync option for rendering, so it'll render at 60fps. If i use this game with another monitor, fps are different (for ...
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1answer
368 views

No performance gain from instanced rendering?

I recently worked through this tutorial about instanced rendering. At the end it promises to draw a huge amount of instances of one model without performance drops. So I tried some simple instanced ...
0
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1answer
109 views

Frame-rate independant movement with acceleration

First of all, this is different to this question, because that question doesn't update entities the same way I am. My update loop goes something like this (for the player): Apply acceleration based ...
3
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2answers
742 views

Do sprite animations usually run at the same framerate as the game itself?

Just getting into game development and wondering about fps. For example, Binding of Isaac can run at 60 fps, but looking at its sprite sheet, the walk animation is only 12 frames. The game animation ...
0
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1answer
51 views

Unity frame-rate drops / stall

I have an issue where my game suddenly stops for a second and then continues. And I think it has something to do with my performance so I took at look at the profiler: I tried to take a screenshot as ...
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0answers
38 views

Fixed time for game to model physics

I am a newbie game developer. I need to develop a simple 2D game, it is really simple. I have a Human model that should jump every n seconds. User sets different several options in settings. The ...
5
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1answer
303 views

How can I make the main game loop frame-rate independant?

I am trying to create a frame independent game loop. I am currently using the following code ...
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0answers
94 views
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0answers
71 views

Calculate TimeStep from FPS

If we collect fps of a game for each second of time stamp and collected them for n seconds therefore we have n number of fps values in our collection. Then we can get average fps from that collection, ...
2
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1answer
158 views

Frame Dependency vs Time Dependency

Just today, I was dealing with this very topic in class, and I had a hard time following through the lectures. Could someone explain to me what it means for something to be frame dependent, in layman'...
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1answer
104 views

Accounting for drift between ticks

What are some solid techniques to account for the gap between processing time and frame update ticks? In other words, the game/render loop looks like this: Some important points: Tick timings are ...
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2answers
104 views

how to solve slow framerate (how to solve situation when user uses computer much slower then minimum requirement)

We have some minimum requirements set for the game, however, it's possible to play the game on much slower computers and we argue in the team how to approach the situation when the hardware is too ...
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1answer
62 views

How can I make something happen for a set number of frames?

I want to add a nitro boost feature to my racing game. I want the car to go faster for 45 frames when the nitro is used, but for whatever reason I can't make it work. I originally tried using a ...
8
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2answers
2k views

Dynamic frame rate in Unity

I'm developing a 3D visualization tool based on Unity, targeting WebGL. The user rarely interacts with the 3D scene and when he does it's only about adjusting the camera like rotating or zooming the ...
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1answer
216 views

Using 60 frames per second causes the screen to leave a drawn trail of textures, when there is movement

I'm trying to implement a frame rate feature, and I have noticed that using 60 frames per second causes the screen to leave a drawn trail of textures, when there is movement. Here's the code I'm ...
2
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3answers
1k views

How to reduce lag when rendering 40,000 sprites in Unity?

I am attempting to render 40,000 sprites: a grid of 200x200 with each grid node having a sprite renderer. All the way zoomed out I get about ~20 frames per second. What would be the best way to ...
4
votes
1answer
356 views

How do games with a low tickrate but high framerate work?

How do games with a low tickrate make things work? I.e. how do they manage to stay responsive despite the fact that interpolating gamestates for rendering adds input delay? Is there some method ...
6
votes
2answers
210 views

Does anything need to be done to support variable refresh rate?

Does anything have to be done in order for my game to take advantage of variable refresh rate technology supported by some displays, such as G-SYNC and FreeSync?
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1answer
625 views

Game Loop delay the right way and game speed

I am a newbie game developer. I am trying to find a right way to create my game loop. Consider following example. Simple Android Game I have a game with a simple gameplay - bouncing ball. I want ...
2
votes
1answer
968 views

How to change FPS during runtime in LibGDX?

I would like to be able to change the desired fps (foregroundFPS) during runtime without having to restart the game. I know how to set it before launch with ...
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2answers
4k views

How to calculate fps in GLFW?

Just letting you guys know before anything I'm a beginner at programming. I am just wondering how I should go about calculating the fps using GLFW?
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1answer
110 views

Do games developed in Flash have capped frame rate?

I used to be sure that all Flash games are capped to 30fps as Edmund McMillen's The Binding of Isaac runs at that frame rate. N v2.0 (Flash Player 11) runs at ...